The Team:
https://pokepast.es/2e7fd47a05d0d41c
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Adamant Nature
- Flare Blitz
- Extreme Speed
- Will-O-Wisp/Play Rough
- Morning Sun
The first Mon is Arcanine. I think it is a great mon in the meta, checking dangerous picks like Darmanitan and Aegislash, while exerting some offensive pressure.https://pokepast.es/2e7fd47a05d0d41c
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Adamant Nature
- Flare Blitz
- Extreme Speed
- Will-O-Wisp/Play Rough
- Morning Sun
It functions as the first complement in the fire/water/grass-core of the team and provides priority with Espeed. Running an adamant nature helps to break Hydreigons Substitute and prevents Arcanine from being a set-up-fadder for the Sub-Nasty Plot set (in case you run Will-O-Wisp instead of Play Rough). Morning Sun secures Arcanines ability to stick around and be annoying and makes sure that it 1v1s specs Dragapult/scarf Hydreigon in a Draco -> Morning Sun -> Draco -> Morning Sun scenario. Last two options are Will-O-Wisp or Play Rough. Play Rough is a great way to hit the dragon types of the tier dealing massive damage to Dragapult, Hydreigon, Dracozolt and Dracovish. Will-O-Wisp on the other hand can cripple physical attackers that are not affected by tspikes like Gyarados or Hawlucha (Play Rough can deal with this as well) and can chip pokemon that are not affected by Tspikes (e.g. it negates Toxapexes black sludge recovery). Both options have their advanages and disadvantages.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Haze
- Recover
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip/Gyro Ball
- Knock Off
- Leech Seed
- Stealth Rock
Dracozolt @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bolt Beak
- Earthquake
- Fire Fang
- Dragon Claw
Darmanitan-Galar @ Choice Scarf
Ability: Gorilla Tactics
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Flare Blitz
- Earthquake
- U-turn
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Flash Cannon
- Nasty Plot
- Substitute
Threats:
1: Conkeldurr: Conkeldurr is very difficult to deal with, because it recovers the damage done with its powerful Drain Punch and hits Pex and Arcanine with Earthquake. Plus it is very difficult to revenge kill with Darmanitan because of Mach Punch. The best way to deal with it is to bring in Arcanine do some damage and revenge kill it with Darcozolt, but if your opponent plays smart enough it will be very difficult to play around.
2: Hazard Stacking: The lack of hazard removal can be a real pain. Spikes+Stealth Rocks or Webs is a effective way to chip/slow down the team. The most effective way to deal with this kind of situations is to stack your own hazards and then trying to win with Hydreigon. The core is normally strong enough to resist offensive pressure and hydreigon is neither hit by spikes nor slowed down by webs.
3. Excadrill/Hatterene: both not easy to deal with but nothing impossible.
Proof of peak:
That's it :) If you have any suggestions feel free to post it. I am happy for any type of help.